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Mutated Tiger
This creature is in the Mammals class.
Mutated Tiger

1100 Hit points
750 Experience points per kill

Summon/Convince: --/-- (Illusionable)
Abilities: Melee (0-145), Scratch Wave (energy wave's size, 5 SQM long, 3 SQM wide, looks like yellow spark) (0-200), Invisible for 2 seconds, Self-Healing.
Pushable: ?
Push Objects: ?
Est. Max. Damage: 275~ hp per turn
Immune To: Invisibility, Paralysis
Strong To: Fire (-20%), Energy (-20%), Ice (-20%), Earth (-80%)
Neutral To: Physical, Holy, Drown?, Life Drain?
Weak To: Death (+5%)
Sounds: "GRAAARRRRRR"; "CHHHHHHHHHHH".
Behavior: Mutated Tigers run away at low health.
Field Notes: Be weary that these creatures use invisible frequently, so you may run into more than you think when approaching them. Despite staying invisible for a short amount of time, if grouped, their combos can bring down even decent skilled players.
Location: Alchemist Quarter, Arena and Zoo Quarter (Inside with other mutated creatures).
Strategy: Treat them like a dragon and watch out for the waves. They are pretty easy. When there are 2, try to make them face each other so they hurt each other with the waves. Use the same strategy when fighting one with a Bog Raider. Knights: Should move in fast before their waves can do damage to you, and make sure you retarget it once it has become visible. It is strangely much better to take on 1 Mutated Tiger than 2, because it's less hard to avoid their waves this way, and you rarely need to Exori as you often deal strong enough damage anyway.
Loot: 0-96 gp, 0-1 Meat, Sabretooth (semi-rare), Striped Fur (semi-rare), Life Ring (semi-rare), Strong Health Potion (rare), Silky Tapestry (rare), Glorious Axe (rare), Guardian Shield (very rare), Angelic Axe (very rare). (Create loot statistics)
See also: Creatures.
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